diff options
Diffstat (limited to 'doc/classes/Node.xml')
-rw-r--r-- | doc/classes/Node.xml | 38 |
1 files changed, 32 insertions, 6 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 2e8b76865d..3f212fa0f6 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -130,11 +130,22 @@ Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node. If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type. [b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example: - [codeblock] + [codeblocks] + [gdscript] + var child_node = get_child(0) if child_node.get_parent(): child_node.get_parent().remove_child(child_node) add_child(child_node) - [/codeblock] + [/gdscript] + [csharp] + Node childNode = GetChild(0); + if (childNode.GetParent() != null) + { + childNode.GetParent().RemoveChild(childNode); + } + AddChild(childNode); + [/csharp] + [/codeblocks] If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method. [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. </description> @@ -275,12 +286,20 @@ /root/Swamp/Goblin [/codeblock] Possible paths are: - [codeblock] + [codeblocks] + [gdscript] get_node("Sword") get_node("Backpack/Dagger") get_node("../Swamp/Alligator") get_node("/root/MyGame") - [/codeblock] + [/gdscript] + [csharp] + GetNode("Sword"); + GetNode("Backpack/Dagger"); + GetNode("../Swamp/Alligator"); + GetNode("/root/MyGame"); + [/csharp] + [/codeblocks] </description> </method> <method name="get_node_and_resource"> @@ -292,11 +311,18 @@ Fetches a node and one of its resources as specified by the [NodePath]'s subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested resources are specified in the [NodePath], the last one will be fetched. The return value is an array of size 3: the first index points to the [Node] (or [code]null[/code] if not found), the second index points to the [Resource] (or [code]null[/code] if not found), and the third index is the remaining [NodePath], if any. For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid node and that its [code]shape[/code] property has been assigned a [RectangleShape2D] resource, one could have this kind of output: - [codeblock] + [codeblocks] + [gdscript] print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ] print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ] print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents] - [/codeblock] + [/gdscript] + [csharp] + GD.Print(GetNodeAndResource("Area2D/CollisionShape2D")); // [[CollisionShape2D:1161], Null, ] + GD.Print(GetNodeAndResource("Area2D/CollisionShape2D:shape")); // [[CollisionShape2D:1161], [RectangleShape2D:1156], ] + GD.Print(GetNodeAndResource("Area2D/CollisionShape2D:shape:extents")); // [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents] + [/csharp] + [/codeblocks] </description> </method> <method name="get_node_or_null" qualifiers="const"> |